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ETHS budget restores COVID cuts, adds staff

ETHS budget restores COVID cuts, adds staff
evanstonnow.com - get the latest breaking news, showbiz & celebrity photos, sport news & rumours, viral videos and top stories from evanstonnow.com Daily Mail and Mail on Sunday newspapers.

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Project Horseshoe 2018 report section 8


Introduction
Many of the problems associated with making an MMO, a Massively Multiplayer Online game, come in large part from the very first term: “Massively”. An MMO is notably tricky to build due to technical issues involving server scaling, as well as design issues involving scaling economics, politics, level design, pacing, persistence, and progression. A rule of thumb is that development costs grow exponentially as the number of players increases, but for many years, there’s been an unquestioned assumption that bigger player numbers are inherently better and therefore worth pursuing.
Yet we see clear counterexamples. Many early MUDs (Multi-User Dungeons) involved populations of dozens-to-thousands of people and still have vibrant communities to this day [1]. Multiplayer Minecraft is wildly successful, despite its reliance on relatively small, instanced servers. And many modern hit games, like Fortnite, are online games that successfully limit their focus to matches ....

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Gamasutra: Lars Kalthoff's Blog - Lessons Learned From Teaching Game Design


Lessons Learned From Teaching Game Design
by Lars Kalthoff on 02/16/21 10:54:00 am
 
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
 
I’ve spent the past six months teaching game design at the
Cologne Game Lab, a German university dedicated to the study of digital games. In this blog post, I want to share what I’ve learned during the process and condense it down into five practical rules you can apply to improve your own teaching. ....

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